Showing posts with label Game Assets Modelling. Show all posts
Showing posts with label Game Assets Modelling. Show all posts

Saturday, 24 January 2015

Pipeline 2: Game Assets Maps Part 11 (Using Viewport 2.0 for Look Development & Rendering)

This is the settings set for the scene and the final rendered image for Pipeline 2 Tutorial.
Settings
Final Rendered Image

Pipeline 2: Game Assets Maps Part 10 (Shield- Normal Maps Using Xnormal & Photoshop)

This is the diffuse map for the shield completed, and it has been combined with the flag's diffuse map.

Shield_Flag_Normal_Map
Flag_Shield_Diffuse_Map
Diffuse Map Plugged into the Lambert Shader (CU of Shield)
Diffuse Map Plugged into the Lambert Shader

Pipeline 2: Game Assets Maps Part 9 (Diffuse Maps - Fabric Flag)

This is the diffuse map for the flag completed.

Flag_Diffuse_Map
Flag_Normal_Map
Diffuse Map Plugged into the Lambert Shader (CU of Flag)

Diffuse Map Plugged into the Lambert Shader

Friday, 23 January 2015

Pipeline 2: Game Assets Maps Part 8: Diffuse Maps - Wood & Metal

This is the diffuse map for the wood and metal completed.

Wood_Metal_Diffuse_Map
Diffuse Map Plugged into the Lambert Shader (CU of Anchor)
Diffuse Map Plugged into the Lambert Shader (CU of Wood)
Diffuse Map Plugged into the Lambert Shader

Pipeline 2: Game Assets Maps Part 7 (Diffuse Maps - Rope)

This is the diffuse map for the ropes completed.
Rope_Diffuse_Map
Diffuse Map Plugged into the Lambert Shader

Thursday, 15 January 2015

Tuesday, 13 January 2015

Pipeline 2: Game Assets Maps Part 5 (Diffuse Maps - Stone Base)

This is the diffuse map for the stone base and cap completed.

Stone_Base_Cap_Diffuse_Map
Stone_Base_Cap_Normal_Map_Combined

Diffuse Map Plugged into a Lambert Shader and Assigned to the model

Pipeline 2: Game Assets Maps Part 4 (Base Diffuse Maps)

These are the base diffuse maps done for planks, stone cap and stone base.
Wooden_Base
Stone_Base_2048
Stone_Base_2048 (5x)

Pipeline 2: Game Assets Maps Part 3 (Ambient Occlusion Maps)

Pillar (UV, Ambient Occlusion, Normal Map)

Stone Cap & Base (UV, Ambient Occlusion, Normal Map)

Wooden Planks & Anchor (UV, Ambient Occlusion, Normal Map)

Pipeline 2: Game Assets Maps Part 2 (Rope Normal Maps)

These are the normal maps done for the ropes.



Rope Normal Map

Pipeline 2: Game Assets Maps Part 1 (Base Normal Maps)





Pipeline 2: Game Assets Modelling Part 3(High Resolution)

Here are the high resolution game assets.
HR_ Cap Stone
HR_Stone Base
HR_ Pillar
HR_Wooden Plank
HR_Anchor Plate with Rivets

HR Assets
All Assets

Monday, 12 January 2015